01:43:643 (1,2) - if you'll map it like this I don't think you should be ignoring the blue tick 01:43:883 - cuz theres music for it too.. might as well turn that 1/2 slider into a repeating 1/4 or u can ignore this and just make it a triple to make it more dt-friendly xd xd big kappa

I don't really expect these suggestions to be good or anything because noob mapper here but gl!:)

The gap between Insane and Hard bothers me a bit, but I’ll explain the problem in the mod for “Hard” specifically since the Hard’s difficulty can be raised a bit.

Delis’ Insane:

00:02:003 (5,6) –I suggest increasing the distance of these a bit to emphasize the strong beats on the objects. Imo the beats on (5) and (6) is stronger than the beat on 00:01:763 (4) – So a placement like this would be nice:

Picture

Imo it’s best to use correct spacing to emphasize the correct beats.

00:03:443 (2) –A bigger spacing here would also be nice since the beat on the head of the slider asks for it. It’ll also support the spacing that you used here: 00:02:723 (1) – So something like this:

Picture

00:06:323 (6) –There is no significant/strong beat on this circle so supporting it with a big jump like that don’t really make sense. The intensity remains the same to 00:04:883 (1,2,3,4,5) – so the spacing should also reflect that. So something like this:

Picture

I also want to point out that the jump should actually be on a beat like: 00:06:563 (1) – because of the finish so more emphasis is needed.

00:34:763 –A note should be added here to create a triple for consistency with 00:19:403 (4) – etc and also because there’s a beat that should be mapped out.

01:22:163 (4) – You placed a really big jump on this object but at the other similar beats you have rather low spacings: 01:21:203 (10,7) - etc. Try to stay consistent with spacings like this. Not exactly, obviously, but just make sure there isn’t really big differences in the spacings that you use

01:36:803 (1) – This is such a strong beat but there’s hardly any spacing to emphasize that. It’s strange since the previous objects have nice jumps but the object that has the most important beat has almost no spacing. I suggest you doublecheck the spacing and ensure that it represents the music correctly.

I don’t want to repeat myself the entire time so I’ll just give an overall opinion. The spacings can still be improved. Some spacings are big at beats that’s not strong or sifnificant at all and other beats don’t have spacings to support the strong beats. This also causes inconsistencies.

The new combo’s are also inconsistent at some places and the reason is because you added a NC on some big white ticks and no NC’s on other big white ticks. Rather keep your combo’ing consistenct by placing NC’s on all big white ticks (where necessary) and strong beats. Here are a few examples in the kiai: 01:04:403 (3) - 01:08:243 (3) - 01:12:083 (7) - 01:15:923 (7) – etc.

Hard:

Lift the HP and OD a bit. 5 for a Hard is a bit too low imo. Since the Insane is 7 I suggest 6 or 5.5

I’ll start the mod for the “Hard” off with suggestions on how you can make the diff a bit more difficult to fill the gap between Hard and Insane more. There is actually just one thing you can do and that is jumps. Not big jumps; medium/small jumps. I will point out a few places where that would fit in nicely: 00:02:723 (1) - 00:06:563 (1) - 00:14:243 (1) - 00:45:923 (4) - 01:00:323 (1) - 01:10:883 (4) - 01:18:563 (4) - 01:26:243 (4) – etc. These are just suggestions so it’s up to you where you want to place your jumps but just ensure that they maintain a level of consistency.

The hitsounds from 00:01:043 (1) – to 00:04:163 (4) – can use some work. They are very soft, I can hardly hear them. Rather use Delis’ hitsounds in the Insane. His are nice. This will probably apply to the other two diffs too.

00:56:483 (1) –Hmm, this shape really bothers me and the biggest reason is because of the slider beneath it: 00:55:763 (3) – It looks unpolished. You can try something like this:

Picture

01:20:963 (4,1)- This pattern can be a bit more exciting. You can try doing that by changing the shape of 01:21:443 (1) – Having two straight sliders placed right after one another in that way is a bit simple.

01:35:123 (1,2,3,4) –Since these beats are quite strong it would be better to space them out and not stack them. It helps with more emphasis.

Normal:

The HP and OD is similar to the Hard. This may be a mistake. If you decide to lift the settings in the Hard then the settings in the Normal is fine, but if you don’t then lower the HP and OD to 4.

The only thing I want to point out about the Normal is the slidershapes. I feel you can try to use different slidershapes and not just curved/straight sliders. It’s just to make it more interesting and visually better.

Easy:

00:19:043 (4,1) –Make these parallel to each other. They will look better aesthetically. So something like this:

Picture

00:42:323 (3,1,2,3,1,2) –You used quite a few straight sliders after each other and it can start to feel very repetitive. I suggest trying to replace some of those straight sliders with a different shape just to spice things up a bit.

00:54:323 (4,1) - not perfectly blanket ;w; you may move (4) to x:261 y:264 for a perfect blanket. .-.

00:56:483 (4) - I know you're trying to follow the vocal here. but i'll recommend to make something like this to follow the rhythm? (my opinion ;D) cool, but i wanna keep this ;w;

GL~

-Nya- wrote:

Hi, from modreqs.

General:

The gap between Insane and Hard bothers me a bit, but I’ll explain the problem in the mod for “Hard” specifically since the Hard’s difficulty can be raised a bit.

Hard:

Lift the HP and OD a bit. 5 for a Hard is a bit too low imo. Since the Insane is 7 I suggest 6 or 5.5 did

I’ll start the mod for the “Hard” off with suggestions on how you can make the diff a bit more difficult to fill the gap between Hard and Insane more. There is actually just one thing you can do and that is jumps. Not big jumps; medium/small jumps. I will point out a few places where that would fit in nicely: 00:02:723 (1) - 00:06:563 (1) - 00:14:243 (1) - 00:45:923 (4) - 01:00:323 (1) - 01:10:883 (4) - 01:18:563 (4) - 01:26:243 (4) – etc. These are just suggestions so it’s up to you where you want to place your jumps but just ensure that they maintain a level of consistency. i didn't even want to set any jumps on this diff at first

The hitsounds from 00:01:043 (1) – to 00:04:163 (4) – can use some work. They are very soft, I can hardly hear them. Rather use Delis’ hitsounds in the Insane. His are nice. This will probably apply to the other two diffs too. nah. that's his own hitsound work on his diff. mine's mine .-.

00:56:483 (1) –Hmm, this shape really bothers me and the biggest reason is because of the slider beneath it: 00:55:763 (3) – It looks unpolished. You can try something like this: i don't totally like trying to make 00:54:803 (1) - underneath from ur suggestion

Picture

01:20:963 (4,1)- This pattern can be a bit more exciting. You can try doing that by changing the shape of 01:21:443 (1) – Having two straight sliders placed right after one another in that way is a bit simple. consistency pls

01:35:123 (1,2,3,4) –Since these beats are quite strong it would be better to space them out and not stack them. It helps with more emphasis. stacking looks fit rather than spacing them out .-.

Normal:

The HP and OD is similar to the Hard. This may be a mistake. If you decide to lift the settings in the Hard then the settings in the Normal is fine, but if you don’t then lower the HP and OD to 4. fixed on my own

The only thing I want to point out about the Normal is the slidershapes. I feel you can try to use different slidershapes and not just curved/straight sliders. It’s just to make it more interesting and visually better. having a simple sliders like this are better

Easy:

00:19:043 (4,1) –Make these parallel to each other. They will look better aesthetically. So something like this: nope

Picture

00:42:323 (3,1,2,3,1,2) –You used quite a few straight sliders after each other and it can start to feel very repetitive. I suggest trying to replace some of those straight sliders with a different shape just to spice things up a bit. i think it's fine

01:43:643 (1,2) - if you'll map it like this I don't think you should be ignoring the blue tick 01:43:883 - cuz theres music for it too.. might as well turn that 1/2 slider into a repeating 1/4 or u can ignore this and just make it a triple to make it more dt-friendly xd xd big kappa im an evil that trying to eliminate dt players here

I don't really expect these suggestions to be good or anything because noob mapper here but gl!:)

- Frontier - wrote:

m4m. sorry if my mod bad because this map is really good! ;w;

Delis

You use hitsound different from the other diffs. ya because it's a guest difficulty?

00:58:643 (3,4) - i think this jump is pretty far since you make a low jump before. maybe move a little bit closer? adjusted a bit

GL~[/notice]

-Nya- wrote:

Hi, from modreqs.

Delis’ Insane:

00:02:003 (5,6) –I suggest increasing the distance of these a bit to emphasize the strong beats on the objects. Imo the beats on (5) and (6) is stronger than the beat on 00:01:763 (4) – So a placement like this would be nice:

Picture

Imo it’s best to use correct spacing to emphasize the correct beats. seriously you guys take the emphasis thing too serious, why do I have to make maps worse in playing because of emphasis? plus it's a calm part of the song I don't think any care for emphasis is needed.

00:03:443 (2) –A bigger spacing here would also be nice since the beat on the head of the slider asks for it. It’ll also support the spacing that you used here: 00:02:723 (1) – So something like this:disagree. as I said above it's a calm part of the song I don't need any emphasis on this.

Picture

00:06:323 (6) –There is no significant/strong beat on this circle so supporting it with a big jump like that don’t really make sense. The intensity remains the same to 00:04:883 (1,2,3,4,5) – so the spacing should also reflect that. So something like this: but there's actually a sound that you would think an emphasis as you wanted 00:02:003 (5) - emphasized accordingly? and this is emphasized by making anti-jump, it obviously could work.

Picture

I also want to point out that the jump should actually be on a beat like: 00:06:563 (1) – because of the finish so more emphasis is needed.

00:06:563 (1) –The shape of this slider can be improved. I think you tried to create a blanket with 00:06:323 (6,1) – but it doesn’t look that good. fixed because people pointed out this

Picture

Just lifting the tail of (1) a bit will already make a difference.

00:07:883 –Rather add a note here. The beat is very strong so mapping it out will be better. no drum.

00:08:723 (7) –NC should be added here to support the beginning of the new section and also to be consistent with previous NC’ing patterns. The current pattern gets a bit too long. 00:09:443 (1) - here instead because I hate a nc on the end of a stream.

00:10:643 (3) –The NC should rather be added on the big white tick since the stronger beat is here and also for consistency. So remove NC here and add NC here: 00:10:643 (3) – hell no. I never added a nc on stacked circles, or rather (3) of a triplet either.

00:12:083 (7) –Add a bit more spacing here. The music isn’t that calm so more spacing would be good. Try X:32 Y:324 sure

There are a few spacings that I don’t agree with because of the music that’s not intense enough for spacings like that so the spacing don’t support the intensity of the music. Here are a few examples: 00:18:803 (2) - 00:21:443 (9) – 00:33:443 (5) - 00:36:323 (6) - though all of them play good, or osu! standard mapping is just making everything as music provides, I must not try making something creative while against the music a bit?

00:31:163 –The stream should actually start here so add a note here to support that. ignored the drum because I had to put a 1/8 instead of 1/4.

00:34:763 –A note should be added here to create a triple for consistency with 00:19:403 (4) – etc and also because there’s a beat that should be mapped out. variety of rhythm.

01:22:163 (4) – You placed a really big jump on this object but at the other similar beats you have rather low spacings: 01:21:203 (10,7) - etc. Try to stay consistent with spacings like this. Not exactly, obviously, but just make sure there isn’t really big differences in the spacings that you use this isn't a "really big jump" when it's after a 1/2 slider or whatever. a jump in this game can be really easy to catch if it is after sliders, probably you should've given a testplay on this before pointing out. and eh I completely disagree with the consistent part since I don't map for modders nor mappers, players usually like variety of patterns/rhythms better than just full of consistencies. all of them are intentionally made inconsistent.

01:36:803 (1) – This is such a strong beat but there’s hardly any spacing to emphasize that. It’s strange since the previous objects have nice jumps but the object that has the most important beat has almost no spacing. I suggest you doublecheck the spacing and ensure that it represents the music correctly. anti-jump can work as a emphasis, thank you.

I don’t want to repeat myself the entire time so I’ll just give an overall opinion. The spacings can still be improved. Some spacings are big at beats that’s not strong or sifnificant at all and other beats don’t have spacings to support the strong beats. This also causes inconsistencies.

The new combo’s are also inconsistent at some places and the reason is because you added a NC on some big white ticks and no NC’s on other big white ticks. Rather keep your combo’ing consistenct by placing NC’s on all big white ticks (where necessary) and strong beats. Here are a few examples in the kiai: 01:04:403 (3) - 01:08:243 (3) - 01:12:083 (7) - 01:15:923 (7) – etc. my ncs are usually following the vocals or phrases. I never tried to be consistent that trying to put ncs on per stanza so this currently is fine as is. if you still are against my nc usage then give a reason why I have to put ncs on every the biggest white tick besides "because everyone does" or "metronome blabla". if it's just because for consistency, I would deny the stuff since I did all of them based on vocals or pattern looking rather than consistent and I prefer how it works much better.

Good Luck~

hohol454 wrote:

m4m, really like the Normal

Delis' Insanewon't comment on spacing since previous mod did that 00:06:563 (1) - improve blanket done00:38:003 (3,4,5,6,7) - just make it normal, it's not consistent with other streams and the map is 3.5* D: what is wrong with this, it's a normal stream.00:51:683 (3,4,5) - this is just ugly disagree.00:53:843 (8,9,10,1,2) - doesn't work because the stack is interrupted by 1/4 slider. current one works far better

For the beginning of the song, I suggest you lower the slider velocity, as the song is calm right now

Delis' Insane

Rename the difficulty name to Delis' Hard, it is not InsaneLower the HP to something between 5-6, HP 7 seems a bit unnecessary for this level of difficulty00:07:883 - Place a hitcircle here, it snaps to the instrument that is being mapped to01:03:803 - ^

EasySeems good, the only thing I could say (and that's reaaaallly unimportant) is that some blankets aren't perfect. 01:09:203 (2,3) - Also, this slider is still a lil edgy when the ball is around 01:02:483 (1) -

NormalUnintuitive rhythm at specific part of d song. Honestly don't know what player wouldn't instantly assume that 00:18:323 (3) - is on 00:18:083 - because of the lyrics and so on. 00:26:003 (3) - same00:33:683 (4) - I guess concept would kick into the player's brain for this time.

Easy:00:45:203 (3,1,2) - placement seems like there’s something special here but there’s no relation between the 3 notes01:16:883 (2) - split into 2 circles because piano/violin, if that’s not too hard for this diff01:23:603 (1,2) - could be a circle and then a repeat slider instead01:38:003 (4) - nothing significant here while the important beat is completely missed, probably just delete this and extend 3 by half a beat (nice place for player to rest too)

EasySeems good, the only thing I could say (and that's reaaaallly unimportant) is that some blankets aren't perfect. 01:09:203 (2,3) - wtf D:Also, this slider is still a lil edgy when the ball is around 01:02:483 (1) - idk about that, but i'll see how it goes

NormalUnintuitive rhythm at specific part of d song. Honestly don't know what player wouldn't instantly assume that 00:18:323 (3) - is on 00:18:083 - because of the lyrics and so on. 00:26:003 (3) - same lol. but i'd rather not adding too much notes00:33:683 (4) - I guess concept would kick into the player's brain for this time. again lol

Hard00:12:083 (4,5) - this little gap looks awful in context of the entire map i'd blame the stack since i used DS only here00:45:923 (4,5) - same ^01:02:003 (5,6) - same ^^maybe try to only put tripples when you are coming to them from bottom/right side? i don't totally like doing that on every Hard diff

Have fun lads.

vekt0r wrote:

m4m here

Easy:00:45:203 (3,1,2) - placement seems like there’s something special here but there’s no relation between the 3 notes oh rly? try to listen again from the vocal there01:16:883 (2) - split into 2 circles because piano/violin, if that’s not too hard for this diff slider is enough for a vocal01:23:603 (1,2) - could be a circle and then a repeat slider instead that doesn't suit rly well if i do that from the song01:38:003 (4) - nothing significant here while the important beat is completely missed, probably just delete this and extend 3 by half a beat (nice place for player to rest too) i'd rather not. kinda a bit too much for the beginner players

Hard:00:01:043 (1,2) - could have two 1/2 sliders here instead to make strong thing clickable (and 00:04:883 (1,2) -) but isn't that fit enough with the guitar for a 1/1 sliders? it ain't cute if i set a 2 1/2 sliders on the start of the map 00:12:323 (5,6,1) - looks ugly because stack touching previous note (and 00:46:643 (5,6,7) -, 01:02:243 (6,7,1) -) ya same reason from the previous mod00:25:763 (1) - could do circle and 1/1 slider instead for strong vocal (and 00:41:123 (1) -, 00:56:483 (1) -) but isn't that enough rather than making it a bit more harder for the sake of following vocals ;w;01:20:243 (2,3,4) - looks bad because 3 looks like it’s closer to 4 even though ds is the same it isn't that close. it was stacked so it looked like the (3) was getting closer to (4)